Contributor
TheCuttlefish
Cares about the box, the insert and the rulebook as much as the game. Has a particular weakness for tidy rules and gleeful take-that.
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274 reviews
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PatchistoryPatchistory needs one more proper play before I can give it a final verdict. So far, though, it looks like it deserves a place among the good civilization games for four players.
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YinziYinzi feels like the publisher getting back into form: an honest, brain-burning Heavy Euro that is not perfect but remains enjoyable.
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SiegeStorm: SiegeModeA quick, thematic deckbuilding duel with a clear objective and plenty of neat card tricks. I can comfortably recommend SiegeStorm: SiegeMode to anyone who wants to beat up a friend without committing an entire evening.
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Forged in SteelForged in Steel is a low-luck city builder that refuses to let you peacefully build a city, turning it instead into a site of organised sabotage. Delightfully nasty with the right group, and wholly unsuitable for anyone hoping to keep their friends.
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Architects of the West KingdomArchitects of the West Kingdom felt like a fantastic game, and I completely understand the buzz around it, even if the final scoring left me staring at the board as if it had thrown a Hadouken at me. The later session, however, was Caverna with its rare expansion—an interesting addition, but far from essential.
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Time of Crisis: The Roman Empire in Turmoil, 235-284 ADA light crisis game that, when the dice decide to become the stars, turns legions into peanuts and pushes the adrenaline into the red. At that point, the night knows exactly how it has to end.
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Trick of the RailsTrick of the Rails is an interesting trick-taking game with a train flavour, but it asks for some patience before it becomes clear what you should be pursuing. Its theme is also the main reason I would make room for it on the table.
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Northern PacificNorthern Pacific is a small, lightning-fast game with practically no rules overhead and far more depth than its running time suggests. It was the best new game I played over the long weekend, even if I am not sure it will withstand endless repeat plays.
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Raccoon TycoonRaccoon Tycoon is a simple, friendly market game elevated substantially by its auctions and clever set collection. It is a very good light/gateway game, including for non-gamers.
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FranchiseFranchise is a lean, pleasantly mean area-influence game with no downtime and plenty of friction once the table is full. The second play confirmed that it has held up far better over time than I initially feared.
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Trade on the TigrisWe switched from Sidereal Confluence to Trade on the Tigris after a last-minute pistoleto left us with five players, and it was not a bad trade at all. I enjoyed it again, but I want one more game at six before deciding whether the “good” strategies are actually too good.
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TalonTalon is quick and enjoyable in battle, but a standalone skirmish does absolutely nothing for me. Its real value seems to lie in a short campaign, provided someone is willing to set one up.
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Inca EmpireInca Empire is an old game that recently found a place in my collection: a restrained route builder that is quick and pleasantly tight. Its real substance lies in the sun cards, which keep every player's actions under constant scrutiny.
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CavumCavum is a hidden gem of networks and explosions: tight, clever, and wonderfully malicious in exactly the right way. My group may fear empty hexes, but this was one of our most enjoyable games of the year.
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Magnificent Flying MachinesMagnificent Flying Machines is a light beer-and-pretzels game for laughs, teasing, and plenty of Take That!. Just do not expect its scoring to convince you that there is a serious plan behind all of it.
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The EstatesThe Estates has the tense foundation of a proper pure auction game, but at five players its balance felt badly compromised to me. I would play it again—just not with that player count.
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1066, Tears to Many Mothers: The Battle of Hastings1066: Tears to Many Mothers is a light, enjoyable, and rather luck-driven take on the Battle of Hastings. It does not ask to be treated as a strict historical simulation, but it can produce some fine games—especially once everyone knows what is in the decks.
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Master of the GalaxyMaster of the Galaxy has a clever idea and makes sure nobody can just quietly play in their own corner. Before you get there, though, the manual has already decided to spar with you.
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Blackout: Hong KongBlackout: Hong Kong gave me that dry, German-style sandbox euro feeling at first glance. And the rulebook, apparently, does not waste time on introductions: straight into the deep end.
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Pocket ImperiumPocket Imperium is an interesting filler for 3–5 players, with a king-of-the-hill feel and a cleverly mischievous action-selection system. At two players, however, it loses precisely the interaction that makes it stand out.
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LisboaAfter two honest plays in one week, Lisboa finally showed me that beneath its initial appearance of a point-salad there is a real flow and real strategy. It demands familiarity, but I can see why many consider it Lacerda’s best.
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Conquest of ParadiseA light, thematic mini 4X from GMT that gets to the table without any drama. Its looseness, however, asks the players to police the leader themselves.
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Imperial 2030Imperial 2030 gave us another epic, merciless, nail-biting game, with enough backstabbing for me to still be carrying a grudge from the previous Friday. And, as it turned out, the night had stamina far beyond the game itself.
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Power StrugglePower Struggle is a pleasantly chaotic game of corporate intrigue that reminded me, in the best possible way, of everyday life in a public utility company. Its mechanisms fit together nicely, but the scoring keeps it from becoming something truly great.